By every metric CoH2 is a dead game so if you want a balanced game, wait for the community to get relic's job done for them. If you want new content, wait for DoW3. If you want a real game, play anything other than coh2 tbh (or herp derp 4v4s if thats your thing). I went above and beyond the call of duty to try to make coh2 esports a reality but relic's actions shows they don't care about it and/or are incompetent to implement it so I've moved on. My actions over this past year showed my commitment to the community so don't say I wasn't optimistic.
That was a very depressing read. |
Pios aren´t weakest combat wise starting unit. Echelons or enginners are.
Pios were the butt of the fighting force for some time. Both engies and RE can garrison a critical building or get behind cover and postpone the advance of enemy force for some time, or at least, draw some blood from the distance with favourable garrison or terrain. Pios can't do it (thats why they are buffed).
You clearly don´t understand the concept. Enemy will have 30 seconds advantage resulting into better map presence and fighting positions.
Ostheer early game is completely different to soviet tier1 approach. For ost, you have to build tier1 in order to get anything else than HMG - core desing,
I don't get that. You can't say that building a structure for getting your basic pool of units for one faction is making them lose map control that results in unfair advantage, simultaneously claiming that it is a basic design for the other.
M3 is no longer thread to okw because they get faust once they buy 100MP truck, not after teching.
That is true, that will surely change a lot.
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To many players saing you can go current penals without PTRS and simply tech for zis.
Problem is you cannot.
Early game you lose 160mp and cca30 seconds just to start getting penals. Then each penal is 60 mp more than gren and 50 mp more than volks. Enemy will have sturms and 3 volks and kubel at time you get 3rd penal and your first engineer.
Also he will have much better map control resulting into fuel dominance provided by kubel and also better positions because his squad came faster on field than yours.
This transits into his map dominance in first minutes of play til you get standing army. Then you will have to pay 250mp to get medics, just medics, its not like okw where you get it as part of teching for 100MP cost (300MP for truck and battlegruppe is as teching cost, same you spend for getting tier1 or tier2, then tier3, flakHQ cost is almost same as tier4 so its fine). You see, medics for okw are cheaper. Also he can skip them alltogether and just stay on pio medkits, whitch got buffed.
And now enemy will role his luchs. You will have to spend another 320+160 mp to just keep yourself in game to get at gun. Also if he flanks at gun or swarms you, its gg for you because you lack AT nade. So if you got 3 penals and zis you will spend 1960 MP if we count also medics. Withou them you will bleed even more and lose even more map resulting into slower teching, if ever.
For 1960 MP enemy will have luchs, sturmpioneers, kubel and 4 volks because okw start with more MP than soviets because of "truck cost".
You see clearly imbalance, you cannot hold your position with single AT gun and 3 penals against 4 volks, spios and luchs. You will lose badly. And with current penals there is no way to make such early game blow to his play as he gives you mid game, because of tier1 build time.
Against ostheer its the same, at the time you will get first penal on the field he will have mg in key house and for every penal he will have one grenadier because ostheer have some starting MP bonus as well, penals cost more and tier1 for soviets is more expensive than ost tier1.
This will once again result into 3 grens and mg against 3 penals. Try outfighting that knowing you will have to spend additional 750MP for medics and AT gun, rough cost he will spent getting flamer 251, medics and 222.
In ost matchup its not as drastic but you still can see axis have advantage when you get tier1 both in super early game and mid game. In both matchups enemy will get more map super early, you will outfight him and get your half back later on then he will outrun you with his lights.
PS: PTRS on penals is nowhere near OP. With thaaat big aiming time you can kite PTRS penals with luch or 222 forever and ever. Also they are one less squad on the field because they do nothing to enemy infantry.
Saying penals are OP or even too good and worth right now is madness. And if you don´t believe me, ask anyone who played with me in WBP game either on soviet side or on axis side. Every time this scenario was the same.
I am really trying to understand why you always point out that building a T1 is such a chore and game breaking handicap to recieve superior units, while Ostheer in 2 out of 3 games face the same fate while starting with the weakest combat-wise unit and is getting grenadiers who cannot stand toe to toe against Rifles, Infantry sections or those bloody penals you mentioned. The only saving grace for them is the HMG, but still it forces OST player to keep his units together, which makes him lose map control.
And while I don't agree that post-WBP OST vs SU will be in anyway rigged in either of sides ( perhaps it will be the best balanced matchup there will be) You should accept that if you go with T1 vs OKW the early game might be more difficult (even this is questionable, since as I told you SU scout car punishes kubel way too much for the time being, and Penals will hold their gorund agains volks, which was shown in the videos above, especialy if volks will advance agressively, as you described.)
You can always simply go T2 and secure ground with support weapons, just as OST does. and I would like to remind you OST dont have the luxury of choosing either T1 or T2, and basicly they posses next to zero of "strategic diversity" you all speak about. |
I feel one guy write it about 3 min zis, so talk to him about why he need zis at 3 min.
60 amo and not good accuracy. I am dunno how often you can use that in early game ? We all know why zis get his barrage ability. I dont see any reason to whine about allies light vehicles if you hae raketen in t0 and you light vehicles can arrive faster or in same time.
Dont turn this around now. You complain you cant have AT for early axis vehicles when you decide to go T1 to get:
-superior infantry that still scales great into late game
-snipers that counter both OST snipers as well apply severe bleed to axis infantry rooster because their low model count
-scout vehicle which can be turned into clowncar to deal with HMG's, mortars, or with proper micro, with regular squads, which is sometimes pushed blindly into the field since it is a death sentence to kubel the moment they meet.
other then that, you can fill gaps from lack of either T1 or T2 with guards ,120mm mortar, M-42, DShK, and so on, since soviets doctrines were always designed around filling those gaps due to the nature of their T1/T2 and T3/T4 |
And how zis help you to fight vs infatry ? I can same about OKW, thya have raketen in t0 so thay in theory dont have problems with any ligh vehicles.
Nobody forces you to buy ZiS so early. But you have your "strategic diversity" everyone insists here oh so often
On the sidenote:
Zis can easily repel garrisoned units or static units such as HMG's, can even deliver some serious hurt to the advancing force, with some move prediction.
Raketen are in a sorry state as they are now and we all know that, so I dont see a reason why you even use it as an argument.
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I'm amazed how Cons can eat Katy's rocket straight into face
It allows strategic diversity. Very important! |
You realise Penals have received nothing but hard nerfs in the WBP?
They deserved it, since they severly overperforming for their cost and arrival time. What is your point here? Why do you even mention it? how is it relevant?
Giving them PTRS is hardly a buff, it's more a tool of strategic diversity.
T1 was never about "strategic diversity". Penals, scout cars and snipers were all designed around countering Axis T0/T1 to achieve easier map domination at cost of flexibility of response. T1 should not have any AT at all, since it should allow Axis to roll out a light vehicle to shift the map domination trend at some point. You still have mines and AT grenades at your disposal. And if you used your early game advantage well, you should be able to roll SU-76 moments after axis light hits the field. If all fails, you could always side-tech for AT gun , but thats the price you pay for not playing your cards right with T1 or reckless play.
These comparisons completely take the units out of context and don't properly replicate what a real situation and real dynamics would look like. Penals not only cost 300mp, but require an expensive building to be built at the start, they lack the utility of Fausts/grenades. (AT Satchels are vastly inferior due to range and animation.), they also are on a tier which then excludes you from getting support weapons.
Penals taken out of context made to 1v1 things are always going to seem stronger than they are in a real game because of their inaccessibility and opportunity cost.
I would love to say that Obers should simply rape all infantry in their sight because their cost, accessability and lack of faust.
Or that grens shouldnt be beaten by USF Rifles or UK Infantry Sections avaliable from T0 since they "require an expensive building to be built at the start"
but I wont use that argument because I'll look silly and because we both know its bullshit. :^) |
I was seeing, but I wasn't believing...
Your test was mid to more or less close range.
Give long range test a try and and I will too
Agree with Hector here.
While mostly yes,
Look around 1:00-1:09, it is a long range.
Grens have even a bonus LMG and Kar salvo, Penals still manage to beat them with 4 models remaining (and they are standing at negative cover after loses.
This is definitely NOT right and should be adressed.
@ullumulu:
Would you be so kind and provide source material with more long range fighting? |
So i was playing with my friend and we were struggling against the axis mg spam, all our attempts to counter it were futile (flamers, flanking.)
Yes, maxims MG is still a bit over the to-- Oh my.
Everything about it is excellent except this poor balance!
I agree, balance could be improved, but assure you, you wouldn't like the outcome :^)
Literally everything on the axis side is better. Everything. Better upgrades, better late game units,
This is not true, especially when You compare UKF to Axis.
you get more units in the start.
And this is a blatant lie, all factions start with a single unit.
Dont get me wrong, but with 140h of playtime you are just starting to learn the ropes of CoH2 MP. Watch some replays, ask for help some more experienced players here, provide a replay.
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It is possible to add a permanently-on prioritise-vehicles thing for models that carry AT weapons. However that thing stops working the moment stuff garrisons buildings.
However, if we could give an ability to the open-top halftracks to do precisely that, this might fix things. I haven't tried. Unfortunately this requires too much testing, and I don't think we can include this just yet
Well yea, this is a bummer, since the open halftrack tend to have problems surviving close encounters with anything on wheels/tracks that isnt a scout car, and it ruins the whole aspect of drive-by-shreck-salvo-and-retreat thing.
Too bad. Maybe some day. |